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Post by warmachine on Nov 21, 2006 19:08:22 GMT -5
Hi, I'm thinking of doing a little undertaking here to attempt to make killing floor much more like zombie movies. To this end, I'm doing many things with KF. The first is with the weapon spawns- they're mostly gone. You will be hard-pressed to find a new gun, so it is mostly ammo that you will find- and even that is rare. Also, the trader is gone- so you cannot buy guns, so you will need to hunt for them during the extended between-wave times. To compensate, you have a random chance of starting the game armed, and while firearms will be hard to come by, melee weapons will be common- realism. However, the biggest change would be to the enemies. The only enemies would be clots, but they will be altered. I'm going to make them slow- about twice as slow as they currently are. However, the only way to kill a zomb is with a headshot- and with the huge swarms, that can be difficult. Welding will also take longer, and the med-syringe is just gone. I hope that this can capture the essence of the movies- because to me, KF seems a lot more like Doom, with relatively fast zombs, all different types of enemy, and uselessness of headshots. Alright, so headshots do something, its just not often worth the greater miss chance. Any thoughts? I'm new to coding, so any support in that regard would be greatly appreciated. And if this is going too far with the mod in the eyes of the creators, then I'll just stop now before you start with the lawsuits
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Post by Dr. Macon Dead on Nov 21, 2006 19:21:57 GMT -5
Alex pretty much said screw it, and let us do what we want with the code, IIRC(please correct me if I'm wrong, I'm going off memory) so there shouldn't be any worries of a C&D. My only problems:
-How large a chance is there to spawn armed, and with which weapons? I'm just afraid that most people would never make it past the first round. Hell, often times I'm screwed on the first one if I don't come across at least a bullpup.
-Is there no way to heal at all? Perhaps give the player a little health recovery at the end of the wave, say 20-30%.
-Perhaps cut down the number of gun/ammo types that can be spawned? As it stands right now, you might only have a shotgun and a 9mm, but only bullpup, law, and xbow ammo is being spawned. It would at least make sense for law and xbow ammo to no longer spawn, as you can't get those weapons as a random spawn.
It sounds like an interesting idea, all in all, and I'm always a fan of a mod for a mod. Please keep us posted.
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Post by kyben on Nov 21, 2006 19:54:42 GMT -5
Would be better to do this with KF 1.0 I think since those are zombies.
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Hayato
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Exhausted Soldier
Posts: 199
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Post by Hayato on Nov 21, 2006 21:38:26 GMT -5
I like alot of things in KF 1.0..
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Post by Dr. Macon Dead on Nov 21, 2006 22:25:51 GMT -5
KF 1.0 didn't have headshots or weapon spawns, though. It'd be a lot more work than to just use 2.0 and say "Ok, NOW they're zombies." Plus, we'd finally have a way to keep people from bitching about the fact that "T3H ZOMB CAN LIVE W/O HEAD WTFZOMG?!?!?!?!?!"(paraphrasing)
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Hayato
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Post by Hayato on Nov 21, 2006 22:54:40 GMT -5
Yeah, I suppose.. it's just that KF 1.0 is so awesome.
Yeah, after looking this, I'm agreeing with you - however I still want the syringe to still be there. We could probably make the syringe cooldown longer.
Yeah, it would be cool if we could make KF more like a zombie movie; however we must remember that this is a game, not a movie. We have to be very careful of what kind of concepts we should add in.
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Doomest
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Laser Vision
Posts: 317
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Post by Doomest on Nov 22, 2006 1:11:29 GMT -5
I look forward to it because KF lacks variety... Big Time
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Post by Abyx on Nov 22, 2006 9:40:35 GMT -5
This sounds like a really fun idea, but this is something I personally think the default levels really wont work for.
I mean think about it, huge swarms, smallish maps, it's a game of hide and seek, and with the huge swarms you'll probably have no place to go, 90% of the time.
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Post by Grim on Nov 23, 2006 11:36:37 GMT -5
I think it should even go into the new patch if you could setup a new GameType without over ruling the old, that'd be pretty neat, call it like "Clot Swarm"
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Post by warmachine on Nov 25, 2006 15:24:34 GMT -5
Well, I'm thinking that the weapon spawn chances would be based on the map, if we can do that, but around 50 percent for melee and 15 percent for firearm. I'd also like to have a melee button, so that a gun player can club things, and unarmed people are less than screwed. I'm also thinking that 'exotic' weapons like xbow and law would need to be removed, and I also think it would be nice to let players pick up ammo they cannot use, just in case they find the right gun- but it would slow them down. The reason I wanted no healh restore is that it would make the game *very* scary for players knowing that every hit is permanent. I'm also thinking of maybe a system whereby a hurt person will take damage over time, and more if they run or use weapons, unless they are 'fixed up' by an ally- and then a small amount of health (15%) returns. This would make a medic very viable. Also, about the map sizes, remember that the zombies will become slower- so even something like a hallway can be a great killing zone, and you might be able to live by having four people sit on one of the cafe tables in westlondon ;D. I also think, however, that recoil should be added so that spray 'n' pray isn't a good choice (and the bullpup can't overkill a swarm by just shooting a lot). I also think that every gun should have an aim mode so that headshots are easier, and that's more realistic.
Any thoughts? I'm not really good at coding, so help would be greatly appreciated.
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Post by Blue on Nov 25, 2006 15:43:16 GMT -5
Well, those are nice ideas but you probably will have to wait until the team gets their stuff done first. And so far I only know about two KF coders, anyway one of which has retired, afaik.
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Dastard
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I are a thinker.
Posts: 342
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Post by Dastard on Dec 3, 2006 5:29:12 GMT -5
Are you talking about making a separate mod based on KF or turning current KF into this as an official thing? If you were making it as a separate mod, I can't say that it would work out too well, as people such as that on Moddb or Beyondunreal would peg you for 'ripping off killing floor', and it would segment the community, which is really bad for mods (look at Frag-Ops, and it's WAR gametype). And if you're saying make the official KF this, I can't say it'd turn out too well either; too much of Alex's hard work and the overall theme of KF would be lost.
I'd say if anything you'd have better luck making your own mod. KF has it's own unique gameplay and theme, and what you want to do is make it into something that it isn't. By throwing away the rest of the enemies past clots, removing the LAW and the xbow, and making the gameplay slower and more luck dependant, you've genericized the core gameplay.
There's also the fact that this would be hard to code, since it's not like you can just plug in a few variables here and there.
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